@datamoc/mw_games 0.44.2 → 0.45.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/3d/models.d.ts +1 -0
- package/3d/models.js +1 -0
- package/3d.d.ts +1 -0
- package/3d.js +1 -0
- package/README.md +5 -732
- package/actors.d.ts +1 -0
- package/actors.js +1 -0
- package/ai/lua.d.ts +1 -0
- package/ai/lua.js +1 -0
- package/ai.d.ts +1 -0
- package/ai.js +1 -0
- package/assets/binary.d.ts +1 -0
- package/assets/binary.js +1 -0
- package/assets/paths.d.ts +1 -0
- package/assets/paths.js +1 -0
- package/assets.d.ts +1 -0
- package/assets.js +1 -0
- package/audio.d.ts +1 -0
- package/audio.js +1 -0
- package/battle.d.ts +1 -0
- package/battle.js +1 -0
- package/board.d.ts +1 -0
- package/board.js +1 -0
- package/core.d.ts +1 -0
- package/core.js +1 -0
- package/headless.d.ts +1 -0
- package/headless.js +1 -0
- package/i18n.d.ts +1 -0
- package/i18n.js +1 -0
- package/index.d.ts +1 -0
- package/index.js +1 -0
- package/mwl/presentation.d.ts +1 -0
- package/mwl/presentation.js +1 -0
- package/mwl/pyroeis.d.ts +1 -0
- package/mwl/pyroeis.js +1 -0
- package/mwl.d.ts +1 -0
- package/mwl.js +1 -0
- package/package.json +212 -394
- package/physics/xpbd.d.ts +1 -0
- package/physics/xpbd.js +1 -0
- package/physics.d.ts +1 -0
- package/physics.js +1 -0
- package/roguelike.d.ts +1 -0
- package/roguelike.js +1 -0
- package/rpg.d.ts +1 -0
- package/rpg.js +1 -0
- package/simulation.d.ts +1 -0
- package/simulation.js +1 -0
- package/skeleton.d.ts +1 -0
- package/skeleton.js +1 -0
- package/testing.d.ts +1 -0
- package/testing.js +1 -0
- package/threads.d.ts +1 -0
- package/threads.js +1 -0
- package/tools/asset-report.d.mts +1 -37
- package/tools/asset-report.mjs +1 -157
- package/tools/audio.d.mts +1 -75
- package/tools/audio.mjs +1 -437
- package/tools/audit-adoptions.d.mts +1 -65
- package/tools/audit-adoptions.mjs +1 -252
- package/tools/benchmark-browser.d.mts +1 -33
- package/tools/benchmark-browser.mjs +1 -169
- package/tools/benchmark-history.d.mts +1 -8
- package/tools/benchmark-history.mjs +1 -31
- package/tools/browser-driver.d.mts +1 -122
- package/tools/browser-driver.mjs +1 -861
- package/tools/browser-smoke.d.mts +1 -30
- package/tools/browser-smoke.mjs +1 -184
- package/tools/build-tablebases.d.mts +1 -22
- package/tools/build-tablebases.mjs +1 -557
- package/tools/bundle-size.d.mts +1 -11
- package/tools/bundle-size.mjs +1 -142
- package/tools/classic-html.d.mts +1 -6
- package/tools/classic-html.mjs +1 -69
- package/tools/compile-openings.d.mts +1 -20
- package/tools/compile-openings.mjs +1 -138
- package/tools/compile-resources.d.mts +1 -66
- package/tools/compile-resources.mjs +1 -406
- package/tools/compress-dist.d.mts +1 -42
- package/tools/compress-dist.mjs +1 -193
- package/tools/csp.d.mts +1 -7
- package/tools/csp.mjs +1 -65
- package/tools/emit-page.d.mts +1 -61
- package/tools/emit-page.mjs +1 -273
- package/tools/extract-html.d.mts +1 -18
- package/tools/extract-html.mjs +1 -235
- package/tools/extract-rgssad.d.mts +1 -5
- package/tools/extract-rgssad.mjs +1 -64
- package/tools/find-chrome.d.mts +1 -7
- package/tools/find-chrome.mjs +1 -106
- package/tools/i18n-edit.d.mts +1 -29
- package/tools/i18n-edit.mjs +1 -748
- package/tools/init.d.mts +1 -5
- package/tools/init.mjs +1 -155
- package/tools/make-example-assets.d.mts +1 -2
- package/tools/make-example-assets.mjs +1 -731
- package/tools/multiplayer-server.d.mts +1 -27
- package/tools/multiplayer-server.mjs +1 -199
- package/tools/play-uci.d.mts +1 -26
- package/tools/play-uci.mjs +1 -205
- package/tools/sbom.d.mts +1 -83
- package/tools/sbom.mjs +1 -340
- package/tools/single-file.d.mts +1 -33
- package/tools/single-file.mjs +1 -239
- package/tools/soundfonts.d.mts +1 -79
- package/tools/soundfonts.mjs +1 -301
- package/tools/svg-optimise.d.mts +1 -8
- package/tools/svg-optimise.mjs +1 -45
- package/tools/verify-scenarios.d.mts +1 -15
- package/tools/verify-scenarios.mjs +1 -133
- package/tools/vite.d.mts +1 -17
- package/tools/vite.mjs +1 -102
- package/tools/webp-convert.d.mts +1 -8
- package/tools/webp-convert.mjs +1 -98
- package/two-d/pixi-interop.d.ts +1 -0
- package/two-d/pixi-interop.js +1 -0
- package/two-d/presentation.d.ts +1 -0
- package/two-d/presentation.js +1 -0
- package/two-d/render.d.ts +1 -0
- package/two-d/render.js +1 -0
- package/two-d/stage.d.ts +1 -0
- package/two-d/stage.js +1 -0
- package/two-d/ui.d.ts +1 -0
- package/two-d/ui.js +1 -0
- package/two-d.d.ts +1 -0
- package/two-d.js +1 -0
- package/world.d.ts +1 -0
- package/world.js +1 -0
- package/CHANGELOG.md +0 -3196
- package/LICENSE +0 -373
- package/MWG - Best Practices.md +0 -97
- package/MWG - Deep Code and Architecture Review.md +0 -238
- package/REFERENCE.md +0 -2256
- package/api-surface.json +0 -18128
- package/data/microgm-essential.PROVENANCE.md +0 -13
- package/data/microgm-essential.sf2 +0 -0
- package/data/microgm-opt.PROVENANCE.md +0 -23
- package/data/microgm-opt.sf2 +0 -0
- package/data/soundfont-catalog.json +0 -191
- package/dist/actors/Advancement.d.ts +0 -90
- package/dist/actors/Advancement.d.ts.map +0 -1
- package/dist/actors/Advancement.js +0 -115
- package/dist/actors/Advancement.js.map +0 -1
- package/dist/actors/Affix.d.ts +0 -96
- package/dist/actors/Affix.d.ts.map +0 -1
- package/dist/actors/Affix.js +0 -68
- package/dist/actors/Affix.js.map +0 -1
- package/dist/actors/Appearances.d.ts +0 -48
- package/dist/actors/Appearances.d.ts.map +0 -1
- package/dist/actors/Appearances.js +0 -62
- package/dist/actors/Appearances.js.map +0 -1
- package/dist/actors/Aura.d.ts +0 -45
- package/dist/actors/Aura.d.ts.map +0 -1
- package/dist/actors/Aura.js +0 -85
- package/dist/actors/Aura.js.map +0 -1
- package/dist/actors/Barrier.d.ts +0 -60
- package/dist/actors/Barrier.d.ts.map +0 -1
- package/dist/actors/Barrier.js +0 -70
- package/dist/actors/Barrier.js.map +0 -1
- package/dist/actors/Charges.d.ts +0 -66
- package/dist/actors/Charges.d.ts.map +0 -1
- package/dist/actors/Charges.js +0 -61
- package/dist/actors/Charges.js.map +0 -1
- package/dist/actors/EntityTemplate.d.ts +0 -127
- package/dist/actors/EntityTemplate.d.ts.map +0 -1
- package/dist/actors/EntityTemplate.js +0 -117
- package/dist/actors/EntityTemplate.js.map +0 -1
- package/dist/actors/Equipment.d.ts +0 -88
- package/dist/actors/Equipment.d.ts.map +0 -1
- package/dist/actors/Equipment.js +0 -107
- package/dist/actors/Equipment.js.map +0 -1
- package/dist/actors/Inventory.d.ts +0 -123
- package/dist/actors/Inventory.d.ts.map +0 -1
- package/dist/actors/Inventory.js +0 -165
- package/dist/actors/Inventory.js.map +0 -1
- package/dist/actors/ItemState.d.ts +0 -43
- package/dist/actors/ItemState.d.ts.map +0 -1
- package/dist/actors/ItemState.js +0 -63
- package/dist/actors/ItemState.js.map +0 -1
- package/dist/actors/ItemStatusEffect.d.ts +0 -40
- package/dist/actors/ItemStatusEffect.d.ts.map +0 -1
- package/dist/actors/ItemStatusEffect.js +0 -39
- package/dist/actors/ItemStatusEffect.js.map +0 -1
- package/dist/actors/Loot.d.ts +0 -38
- package/dist/actors/Loot.d.ts.map +0 -1
- package/dist/actors/Loot.js +0 -28
- package/dist/actors/Loot.js.map +0 -1
- package/dist/actors/Progression.d.ts +0 -52
- package/dist/actors/Progression.d.ts.map +0 -1
- package/dist/actors/Progression.js +0 -59
- package/dist/actors/Progression.js.map +0 -1
- package/dist/actors/Resource.d.ts +0 -53
- package/dist/actors/Resource.d.ts.map +0 -1
- package/dist/actors/Resource.js +0 -57
- package/dist/actors/Resource.js.map +0 -1
- package/dist/actors/Scaling.d.ts +0 -30
- package/dist/actors/Scaling.d.ts.map +0 -1
- package/dist/actors/Scaling.js +0 -9
- package/dist/actors/Scaling.js.map +0 -1
- package/dist/actors/Shop.d.ts +0 -40
- package/dist/actors/Shop.d.ts.map +0 -1
- package/dist/actors/Shop.js +0 -36
- package/dist/actors/Shop.js.map +0 -1
- package/dist/actors/SkillPoints.d.ts +0 -72
- package/dist/actors/SkillPoints.d.ts.map +0 -1
- package/dist/actors/SkillPoints.js +0 -87
- package/dist/actors/SkillPoints.js.map +0 -1
- package/dist/actors/StatBlock.d.ts +0 -86
- package/dist/actors/StatBlock.d.ts.map +0 -1
- package/dist/actors/StatBlock.js +0 -110
- package/dist/actors/StatBlock.js.map +0 -1
- package/dist/actors/StatusEffect.d.ts +0 -67
- package/dist/actors/StatusEffect.d.ts.map +0 -1
- package/dist/actors/StatusEffect.js +0 -59
- package/dist/actors/StatusEffect.js.map +0 -1
- package/dist/actors/Support.d.ts +0 -43
- package/dist/actors/Support.d.ts.map +0 -1
- package/dist/actors/Support.js +0 -71
- package/dist/actors/Support.js.map +0 -1
- package/dist/actors/Traits.d.ts +0 -43
- package/dist/actors/Traits.d.ts.map +0 -1
- package/dist/actors/Traits.js +0 -35
- package/dist/actors/Traits.js.map +0 -1
- package/dist/actors/craft.d.ts +0 -63
- package/dist/actors/craft.d.ts.map +0 -1
- package/dist/actors/craft.js +0 -86
- package/dist/actors/craft.js.map +0 -1
- package/dist/actors/index.d.ts +0 -46
- package/dist/actors/index.d.ts.map +0 -1
- package/dist/actors/index.js +0 -24
- package/dist/actors/index.js.map +0 -1
- package/dist/actors/skillCheck.d.ts +0 -21
- package/dist/actors/skillCheck.d.ts.map +0 -1
- package/dist/actors/skillCheck.js +0 -24
- package/dist/actors/skillCheck.js.map +0 -1
- package/dist/ai/Heuristics.d.ts +0 -240
- package/dist/ai/Heuristics.d.ts.map +0 -1
- package/dist/ai/Heuristics.js +0 -298
- package/dist/ai/Heuristics.js.map +0 -1
- package/dist/ai/Neural.d.ts +0 -65
- package/dist/ai/Neural.d.ts.map +0 -1
- package/dist/ai/Neural.js +0 -169
- package/dist/ai/Neural.js.map +0 -1
- package/dist/ai/Suggest.d.ts +0 -54
- package/dist/ai/Suggest.d.ts.map +0 -1
- package/dist/ai/Suggest.js +0 -48
- package/dist/ai/Suggest.js.map +0 -1
- package/dist/ai/index.d.ts +0 -136
- package/dist/ai/index.d.ts.map +0 -1
- package/dist/ai/index.js +0 -207
- package/dist/ai/index.js.map +0 -1
- package/dist/ai/lua.d.ts +0 -74
- package/dist/ai/lua.d.ts.map +0 -1
- package/dist/ai/lua.js +0 -217
- package/dist/ai/lua.js.map +0 -1
- package/dist/ai/score.d.ts +0 -162
- package/dist/ai/score.d.ts.map +0 -1
- package/dist/ai/score.js +0 -147
- package/dist/ai/score.js.map +0 -1
- package/dist/ai/search.d.ts +0 -108
- package/dist/ai/search.d.ts.map +0 -1
- package/dist/ai/search.js +0 -148
- package/dist/ai/search.js.map +0 -1
- package/dist/assets/ByteProgress.d.ts +0 -37
- package/dist/assets/ByteProgress.d.ts.map +0 -1
- package/dist/assets/ByteProgress.js +0 -54
- package/dist/assets/ByteProgress.js.map +0 -1
- package/dist/assets/Streaming.d.ts +0 -56
- package/dist/assets/Streaming.d.ts.map +0 -1
- package/dist/assets/Streaming.js +0 -100
- package/dist/assets/Streaming.js.map +0 -1
- package/dist/assets/SvgParts.d.ts +0 -31
- package/dist/assets/SvgParts.d.ts.map +0 -1
- package/dist/assets/SvgParts.js +0 -54
- package/dist/assets/SvgParts.js.map +0 -1
- package/dist/assets/SvgSource.d.ts +0 -3
- package/dist/assets/SvgSource.d.ts.map +0 -1
- package/dist/assets/SvgSource.js +0 -22
- package/dist/assets/SvgSource.js.map +0 -1
- package/dist/assets/binary.d.ts +0 -52
- package/dist/assets/binary.d.ts.map +0 -1
- package/dist/assets/binary.js +0 -57
- package/dist/assets/binary.js.map +0 -1
- package/dist/assets/index.d.ts +0 -27
- package/dist/assets/index.d.ts.map +0 -1
- package/dist/assets/index.js +0 -20
- package/dist/assets/index.js.map +0 -1
- package/dist/assets/loader.d.ts +0 -70
- package/dist/assets/loader.d.ts.map +0 -1
- package/dist/assets/loader.js +0 -115
- package/dist/assets/loader.js.map +0 -1
- package/dist/assets/paths.d.ts +0 -73
- package/dist/assets/paths.d.ts.map +0 -1
- package/dist/assets/paths.js +0 -91
- package/dist/assets/paths.js.map +0 -1
- package/dist/assets/svg.d.ts +0 -87
- package/dist/assets/svg.d.ts.map +0 -1
- package/dist/assets/svg.js +0 -166
- package/dist/assets/svg.js.map +0 -1
- package/dist/audio/AdaptiveMusic.d.ts +0 -85
- package/dist/audio/AdaptiveMusic.d.ts.map +0 -1
- package/dist/audio/AdaptiveMusic.js +0 -230
- package/dist/audio/AdaptiveMusic.js.map +0 -1
- package/dist/audio/AudioLoader.d.ts +0 -33
- package/dist/audio/AudioLoader.d.ts.map +0 -1
- package/dist/audio/AudioLoader.js +0 -58
- package/dist/audio/AudioLoader.js.map +0 -1
- package/dist/audio/AudioViews.d.ts +0 -70
- package/dist/audio/AudioViews.d.ts.map +0 -1
- package/dist/audio/AudioViews.js +0 -119
- package/dist/audio/AudioViews.js.map +0 -1
- package/dist/audio/BusBudget.d.ts +0 -89
- package/dist/audio/BusBudget.d.ts.map +0 -1
- package/dist/audio/BusBudget.js +0 -120
- package/dist/audio/BusBudget.js.map +0 -1
- package/dist/audio/Captions.d.ts +0 -27
- package/dist/audio/Captions.d.ts.map +0 -1
- package/dist/audio/Captions.js +0 -16
- package/dist/audio/Captions.js.map +0 -1
- package/dist/audio/Channels.d.ts +0 -282
- package/dist/audio/Channels.d.ts.map +0 -1
- package/dist/audio/Channels.js +0 -573
- package/dist/audio/Channels.js.map +0 -1
- package/dist/audio/CoreHost.d.ts +0 -114
- package/dist/audio/CoreHost.d.ts.map +0 -1
- package/dist/audio/CoreHost.js +0 -335
- package/dist/audio/CoreHost.js.map +0 -1
- package/dist/audio/DecoderGuard.d.ts +0 -139
- package/dist/audio/DecoderGuard.d.ts.map +0 -1
- package/dist/audio/DecoderGuard.js +0 -208
- package/dist/audio/DecoderGuard.js.map +0 -1
- package/dist/audio/Fft.d.ts +0 -3
- package/dist/audio/Fft.d.ts.map +0 -1
- package/dist/audio/Fft.js +0 -45
- package/dist/audio/Fft.js.map +0 -1
- package/dist/audio/LoopTags.d.ts +0 -55
- package/dist/audio/LoopTags.d.ts.map +0 -1
- package/dist/audio/LoopTags.js +0 -136
- package/dist/audio/LoopTags.js.map +0 -1
- package/dist/audio/Midi.d.ts +0 -219
- package/dist/audio/Midi.d.ts.map +0 -1
- package/dist/audio/Midi.js +0 -409
- package/dist/audio/Midi.js.map +0 -1
- package/dist/audio/MidiRender.d.ts +0 -144
- package/dist/audio/MidiRender.d.ts.map +0 -1
- package/dist/audio/MidiRender.js +0 -448
- package/dist/audio/MidiRender.js.map +0 -1
- package/dist/audio/MidiSynth.d.ts +0 -147
- package/dist/audio/MidiSynth.d.ts.map +0 -1
- package/dist/audio/MidiSynth.js +0 -205
- package/dist/audio/MidiSynth.js.map +0 -1
- package/dist/audio/Music.d.ts +0 -70
- package/dist/audio/Music.d.ts.map +0 -1
- package/dist/audio/Music.js +0 -191
- package/dist/audio/Music.js.map +0 -1
- package/dist/audio/MusicPlayer.d.ts +0 -80
- package/dist/audio/MusicPlayer.d.ts.map +0 -1
- package/dist/audio/MusicPlayer.js +0 -147
- package/dist/audio/MusicPlayer.js.map +0 -1
- package/dist/audio/Orchestrator.d.ts +0 -58
- package/dist/audio/Orchestrator.d.ts.map +0 -1
- package/dist/audio/Orchestrator.js +0 -74
- package/dist/audio/Orchestrator.js.map +0 -1
- package/dist/audio/Playable.d.ts +0 -38
- package/dist/audio/Playable.d.ts.map +0 -1
- package/dist/audio/Playable.js +0 -29
- package/dist/audio/Playable.js.map +0 -1
- package/dist/audio/Positional.d.ts +0 -133
- package/dist/audio/Positional.d.ts.map +0 -1
- package/dist/audio/Positional.js +0 -138
- package/dist/audio/Positional.js.map +0 -1
- package/dist/audio/Resample.d.ts +0 -61
- package/dist/audio/Resample.d.ts.map +0 -1
- package/dist/audio/Resample.js +0 -97
- package/dist/audio/Resample.js.map +0 -1
- package/dist/audio/SampleDecoder.d.ts +0 -55
- package/dist/audio/SampleDecoder.d.ts.map +0 -1
- package/dist/audio/SampleDecoder.js +0 -74
- package/dist/audio/SampleDecoder.js.map +0 -1
- package/dist/audio/Settings.d.ts +0 -99
- package/dist/audio/Settings.d.ts.map +0 -1
- package/dist/audio/Settings.js +0 -134
- package/dist/audio/Settings.js.map +0 -1
- package/dist/audio/Sfx.d.ts +0 -148
- package/dist/audio/Sfx.d.ts.map +0 -1
- package/dist/audio/Sfx.js +0 -213
- package/dist/audio/Sfx.js.map +0 -1
- package/dist/audio/Sound.d.ts +0 -57
- package/dist/audio/Sound.d.ts.map +0 -1
- package/dist/audio/Sound.js +0 -79
- package/dist/audio/Sound.js.map +0 -1
- package/dist/audio/SoundFont.d.ts +0 -192
- package/dist/audio/SoundFont.d.ts.map +0 -1
- package/dist/audio/SoundFont.js +0 -862
- package/dist/audio/SoundFont.js.map +0 -1
- package/dist/audio/SpectralDistance.d.ts +0 -34
- package/dist/audio/SpectralDistance.d.ts.map +0 -1
- package/dist/audio/SpectralDistance.js +0 -64
- package/dist/audio/SpectralDistance.js.map +0 -1
- package/dist/audio/StreamChannel.d.ts +0 -150
- package/dist/audio/StreamChannel.d.ts.map +0 -1
- package/dist/audio/StreamChannel.js +0 -390
- package/dist/audio/StreamChannel.js.map +0 -1
- package/dist/audio/StreamPlayable.d.ts +0 -73
- package/dist/audio/StreamPlayable.d.ts.map +0 -1
- package/dist/audio/StreamPlayable.js +0 -130
- package/dist/audio/StreamPlayable.js.map +0 -1
- package/dist/audio/Synth.d.ts +0 -64
- package/dist/audio/Synth.d.ts.map +0 -1
- package/dist/audio/Synth.js +0 -133
- package/dist/audio/Synth.js.map +0 -1
- package/dist/audio/SyxBank.d.ts +0 -73
- package/dist/audio/SyxBank.d.ts.map +0 -1
- package/dist/audio/SyxBank.js +0 -130
- package/dist/audio/SyxBank.js.map +0 -1
- package/dist/audio/Underrun.d.ts +0 -25
- package/dist/audio/Underrun.d.ts.map +0 -1
- package/dist/audio/Underrun.js +0 -18
- package/dist/audio/Underrun.js.map +0 -1
- package/dist/audio/Wav.d.ts +0 -56
- package/dist/audio/Wav.d.ts.map +0 -1
- package/dist/audio/Wav.js +0 -164
- package/dist/audio/Wav.js.map +0 -1
- package/dist/audio/WebMidi.d.ts +0 -58
- package/dist/audio/WebMidi.d.ts.map +0 -1
- package/dist/audio/WebMidi.js +0 -79
- package/dist/audio/WebMidi.js.map +0 -1
- package/dist/audio/humanize/Groove.d.ts +0 -80
- package/dist/audio/humanize/Groove.d.ts.map +0 -1
- package/dist/audio/humanize/Groove.js +0 -102
- package/dist/audio/humanize/Groove.js.map +0 -1
- package/dist/audio/humanize/GrooveConverter.d.ts +0 -49
- package/dist/audio/humanize/GrooveConverter.d.ts.map +0 -1
- package/dist/audio/humanize/GrooveConverter.js +0 -344
- package/dist/audio/humanize/GrooveConverter.js.map +0 -1
- package/dist/audio/humanize/GrooveExtractor.d.ts +0 -49
- package/dist/audio/humanize/GrooveExtractor.d.ts.map +0 -1
- package/dist/audio/humanize/GrooveExtractor.js +0 -179
- package/dist/audio/humanize/GrooveExtractor.js.map +0 -1
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import { Sprite } from 'pixi.js';
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/** red, green, blue, alpha, each 0 to 255 */
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export type FogColor = readonly [number, number, number, number];
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/**
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* What a cell's fog state is: one state number for the whole cell, or `resolution *
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* resolution` of them (row-major) so a cell can be shaded in parts, the half-lit wall edge
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* of a classic roguelike.
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*/
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export type FogCell = number | ArrayLike<number>;
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/**
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* Paints per-cell fog into an RGBA pixel buffer of `width * resolution` by `height *
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* resolution` pixels. Pure: no canvas involved, so the shading rule is checkable anywhere.
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* A state with no palette entry paints transparent.
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*
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* @example
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* ```ts
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* import { paintFogPixels } from '@datamoc/mw_games/two-d/render';
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*
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* const pixels = new Uint8ClampedArray(2 * 1 * 4);
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* paintFogPixels(pixels, 2, 1, 1, (x) => x, [[0, 0, 0, 0], [0, 0, 0, 255]]);
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* console.log(pixels[7]); // 255 - the second cell is fully fogged
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* ```
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*/
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export declare function paintFogPixels(pixels: Uint8ClampedArray | Uint8Array, width: number, height: number, resolution: number, state: (x: number, y: number) => FogCell, palette: readonly FogColor[]): void;
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export interface FogLayerOptions {
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/** map size in tiles */
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width: number;
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height: number;
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/** tile size in world units; default 16 */
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tileSize?: number;
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/** fog pixels per tile along each axis; default 2 */
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resolution?: number;
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/** the RGBA colour of each state number */
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palette: readonly FogColor[];
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}
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/**
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* A smooth fog-of-war overlay: a small canvas with `resolution` pixels per tile, scaled up
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* with linear filtering, so fog edges blur into the next cell instead of stepping by whole
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* tiles. Draw it above terrain and characters, and call `refresh` when visibility changes.
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* Needs a DOM canvas; `paintFogPixels` is the same shading without one.
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*
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* @example
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* ```ts
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* import { FogLayer } from '@datamoc/mw_games/two-d/render';
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*
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* const fog = new FogLayer({
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* width: 20,
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* height: 20,
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* palette: [[0, 0, 0, 0], [0, 0, 0, 150], [0, 0, 0, 255]], // seen, remembered, unknown
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* });
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* fog.refresh((x, y) => (x < 5 ? 0 : 2));
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* ```
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*/
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export declare class FogLayer extends Sprite {
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private readonly context;
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private readonly image;
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private readonly columns;
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private readonly rows;
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private readonly cellResolution;
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private palette;
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constructor(options: FogLayerOptions);
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/** swaps the palette, for a brightness setting; call `refresh` afterwards */
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setPalette(palette: readonly FogColor[]): void;
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refresh(state: (x: number, y: number) => FogCell): void;
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/** the texture is generated for this layer alone, so it goes with it */
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destroy(): void;
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}
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//# sourceMappingURL=FogLayer.d.ts.map
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{"version":3,"file":"FogLayer.d.ts","sourceRoot":"","sources":["../../../src/two-d/render/FogLayer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAW,MAAM,SAAS,CAAC;AAE1C,6CAA6C;AAC7C,MAAM,MAAM,QAAQ,GAAG,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;AAEjE;;;;GAIG;AACH,MAAM,MAAM,OAAO,GAAG,MAAM,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC;AAEjD;;;;;;;;;;;;;GAaG;AACH,wBAAgB,cAAc,CAC7B,MAAM,EAAE,iBAAiB,GAAG,UAAU,EACtC,KAAK,EAAE,MAAM,EACb,MAAM,EAAE,MAAM,EACd,UAAU,EAAE,MAAM,EAClB,KAAK,EAAE,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,KAAK,OAAO,EACxC,OAAO,EAAE,SAAS,QAAQ,EAAE,GAC1B,IAAI,CAcN;AAED,MAAM,WAAW,eAAe;IAC/B,wBAAwB;IACxB,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IACf,2CAA2C;IAC3C,QAAQ,CAAC,EAAE,MAAM,CAAC;IAClB,qDAAqD;IACrD,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,2CAA2C;IAC3C,OAAO,EAAE,SAAS,QAAQ,EAAE,CAAC;CAC7B;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,qBAAa,QAAS,SAAQ,MAAM;IACnC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAA2B;IACnD,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAY;IAClC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAS;IACjC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAS;IAC9B,OAAO,CAAC,QAAQ,CAAC,cAAc,CAAS;IACxC,OAAO,CAAC,OAAO,CAAsB;IAErC,YAAY,OAAO,EAAE,eAAe,EAiBnC;IAED,6EAA6E;IAC7E,UAAU,CAAC,OAAO,EAAE,SAAS,QAAQ,EAAE,GAAG,IAAI,CAE7C;IAED,OAAO,CAAC,KAAK,EAAE,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,KAAK,OAAO,GAAG,IAAI,CAItD;IAED,wEAAwE;IAC/D,OAAO,IAAI,IAAI,CAEvB;CACD"}
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import { Sprite, Texture } from 'pixi.js';
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/**
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* Paints per-cell fog into an RGBA pixel buffer of `width * resolution` by `height *
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* resolution` pixels. Pure: no canvas involved, so the shading rule is checkable anywhere.
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* A state with no palette entry paints transparent.
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*
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* @example
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* ```ts
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* import { paintFogPixels } from '@datamoc/mw_games/two-d/render';
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*
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* const pixels = new Uint8ClampedArray(2 * 1 * 4);
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* paintFogPixels(pixels, 2, 1, 1, (x) => x, [[0, 0, 0, 0], [0, 0, 0, 255]]);
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* console.log(pixels[7]); // 255 - the second cell is fully fogged
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* ```
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*/
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export function paintFogPixels(pixels, width, height, resolution, state, palette) {
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const stride = width * resolution;
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for (let y = 0; y < height; y++) {
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for (let x = 0; x < width; x++) {
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const cell = state(x, y);
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for (let row = 0; row < resolution; row++) {
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for (let column = 0; column < resolution; column++) {
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const value = typeof cell === 'number' ? cell : (cell[row * resolution + column] ?? 0);
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const color = palette[value] ?? [0, 0, 0, 0];
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pixels.set(color, ((y * resolution + row) * stride + x * resolution + column) * 4);
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}
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}
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}
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}
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/**
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* A smooth fog-of-war overlay: a small canvas with `resolution` pixels per tile, scaled up
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* with linear filtering, so fog edges blur into the next cell instead of stepping by whole
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* tiles. Draw it above terrain and characters, and call `refresh` when visibility changes.
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* Needs a DOM canvas; `paintFogPixels` is the same shading without one.
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*
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* @example
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* ```ts
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* import { FogLayer } from '@datamoc/mw_games/two-d/render';
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*
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* const fog = new FogLayer({
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* width: 20,
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* height: 20,
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* palette: [[0, 0, 0, 0], [0, 0, 0, 150], [0, 0, 0, 255]], // seen, remembered, unknown
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* });
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* fog.refresh((x, y) => (x < 5 ? 0 : 2));
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* ```
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*/
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export class FogLayer extends Sprite {
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constructor(options) {
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const resolution = options.resolution ?? 2;
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const canvas = document.createElement('canvas');
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canvas.width = options.width * resolution;
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canvas.height = options.height * resolution;
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const context = canvas.getContext('2d');
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if (!context)
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throw new Error('FogLayer needs a 2D canvas context');
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super(Texture.from(canvas));
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this.context = context;
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this.image = context.createImageData(canvas.width, canvas.height);
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this.columns = options.width;
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this.rows = options.height;
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this.cellResolution = resolution;
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this.palette = options.palette;
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this.texture.source.scaleMode = 'linear';
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this.scale.set((options.tileSize ?? 16) / resolution);
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this.eventMode = 'none';
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}
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/** swaps the palette, for a brightness setting; call `refresh` afterwards */
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setPalette(palette) {
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this.palette = palette;
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}
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refresh(state) {
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paintFogPixels(this.image.data, this.columns, this.rows, this.cellResolution, state, this.palette);
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this.context.putImageData(this.image, 0, 0);
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this.texture.source.update();
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}
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/** the texture is generated for this layer alone, so it goes with it */
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destroy() {
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super.destroy({ texture: true, textureSource: true });
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}
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}
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//# sourceMappingURL=FogLayer.js.map
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{"version":3,"file":"FogLayer.js","sourceRoot":"","sources":["../../../src/two-d/render/FogLayer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,SAAS,CAAC;AAY1C;;;;;;;;;;;;;GAaG;AACH,MAAM,UAAU,cAAc,CAC7B,MAAsC,EACtC,KAAa,EACb,MAAc,EACd,UAAkB,EAClB,KAAwC,EACxC,OAA4B;IAE5B,MAAM,MAAM,GAAG,KAAK,GAAG,UAAU,CAAC;IAClC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;QACjC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;YAChC,MAAM,IAAI,GAAG,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YACzB,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,UAAU,EAAE,GAAG,EAAE,EAAE,CAAC;gBAC3C,KAAK,IAAI,MAAM,GAAG,CAAC,EAAE,MAAM,GAAG,UAAU,EAAE,MAAM,EAAE,EAAE,CAAC;oBACpD,MAAM,KAAK,GAAG,OAAO,IAAI,KAAK,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,GAAG,UAAU,GAAG,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC;oBACvF,MAAM,KAAK,GAAG,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;oBAC7C,MAAM,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC,GAAG,UAAU,GAAG,GAAG,CAAC,GAAG,MAAM,GAAG,CAAC,GAAG,UAAU,GAAG,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC;gBACpF,CAAC;YACF,CAAC;QACF,CAAC;IACF,CAAC;AACF,CAAC;AAcD;;;;;;;;;;;;;;;;;GAiBG;AACH,MAAM,OAAO,QAAS,SAAQ,MAAM;IAQnC,YAAY,OAAwB;QACnC,MAAM,UAAU,GAAG,OAAO,CAAC,UAAU,IAAI,CAAC,CAAC;QAC3C,MAAM,MAAM,GAAG,QAAQ,CAAC,aAAa,CAAC,QAAQ,CAAC,CAAC;QAChD,MAAM,CAAC,KAAK,GAAG,OAAO,CAAC,KAAK,GAAG,UAAU,CAAC;QAC1C,MAAM,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,GAAG,UAAU,CAAC;QAC5C,MAAM,OAAO,GAAG,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,CAAC;QACxC,IAAI,CAAC,OAAO;YAAE,MAAM,IAAI,KAAK,CAAC,oCAAoC,CAAC,CAAC;QACpE,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC;QAC5B,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;QACvB,IAAI,CAAC,KAAK,GAAG,OAAO,CAAC,eAAe,CAAC,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,MAAM,CAAC,CAAC;QAClE,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC,KAAK,CAAC;QAC7B,IAAI,CAAC,IAAI,GAAG,OAAO,CAAC,MAAM,CAAC;QAC3B,IAAI,CAAC,cAAc,GAAG,UAAU,CAAC;QACjC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC,OAAO,CAAC;QAC/B,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,SAAS,GAAG,QAAQ,CAAC;QACzC,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,OAAO,CAAC,QAAQ,IAAI,EAAE,CAAC,GAAG,UAAU,CAAC,CAAC;QACtD,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC;IACzB,CAAC;IAED,6EAA6E;IAC7E,UAAU,CAAC,OAA4B;QACtC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC;IACxB,CAAC;IAED,OAAO,CAAC,KAAwC;QAC/C,cAAc,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,cAAc,EAAE,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QACnG,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC5C,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;IAC9B,CAAC;IAED,wEAAwE;IAC/D,OAAO;QACf,KAAK,CAAC,OAAO,CAAC,EAAE,OAAO,EAAE,IAAI,EAAE,aAAa,EAAE,IAAI,EAAE,CAAC,CAAC;IACvD,CAAC;CACD"}
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@@ -1,58 +0,0 @@
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import { AnimatedSprite } from './AnimatedSprite.ts';
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import type { AnimationFrameInput, AnimationOptions } from './AnimatedSprite.ts';
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/** the name the halo's own cycle is registered under, so a caller can `has`/`play` it knowingly */
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export declare const HALO_ANIMATION = "halo";
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export interface HaloOptions {
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/** the halo's frames, as `Animation` takes them: textures, or `{ texture, duration, offsetX, offsetY }` */
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readonly frames: readonly AnimationFrameInput[];
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/** the cycle's timing, `fps`/`loop`/`startTime` */
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readonly animation?: AnimationOptions;
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/** where the halo sits relative to its target, in pixels: Wesnoth's `[halo] x`/`y` */
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readonly offsetX?: number;
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readonly offsetY?: number;
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/**
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* How the halo is composited. Additive by default, which is what a glow wants and what Wesnoth's
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* `[halo] blend_mode=add` asks for; `'normal'` is there for a halo that is only an overlay.
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*
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* The list stops at what a halo is for rather than at every mode the renderer has: a caller who
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* wants another one sets the inherited `blendMode` property directly.
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*/
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readonly blendMode?: 'add' | 'normal' | 'multiply' | 'screen';
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}
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/**
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* The glow around a unit, an aura, a shrine's light: an animated sprite that follows a target and is
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* drawn additively.
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*
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* It is an `AnimatedSprite`, so frames may carry their own durations and offsets, and `update(dt)`
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* advances it exactly as it advances any other animation. Two things are its own: `follow`, which
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* applies the halo's offset once rather than in every game that draws one, and the blend mode.
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*
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* Z-order is the caller's, and that is not an oversight: a halo that should sit *behind* its unit is
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31
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* added before it (`container.addChild(glow, glow2, unit)`), and one that should sit in front is
|
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* added after. A framework that guessed would be wrong half the time, and a game that wants the
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* glow to be part of the unit's own rotation adds it to the unit instead.
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*
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* @example
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* ```ts
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* import { Halo, HALO_ANIMATION, SpriteSheet } from '@datamoc/mw_games/two-d/render';
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*
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* declare const sheet: SpriteSheet;
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40
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-
* declare const unit: { x: number; y: number };
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*
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42
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* const glow = new Halo({ frames: sheet.range(20, 22), animation: { fps: 6 }, offsetY: -6 });
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* glow.follow(unit.x, unit.y);
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* glow.update(1 / 60);
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* console.log(glow.playing === HALO_ANIMATION); // true - a halo is always playing its own cycle
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* ```
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*/
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export declare class Halo extends AnimatedSprite {
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private readonly offsetX;
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private readonly offsetY;
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constructor(options: HaloOptions);
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/**
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* Puts the halo where its target stands, with whatever offset it was built with. Call it whenever
|
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* the target moves, or every frame - the halo's own position is never touched by its animation.
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*/
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follow(x: number, y: number): this;
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}
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//# sourceMappingURL=Halo.d.ts.map
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@@ -1 +0,0 @@
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1
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-
{"version":3,"file":"Halo.d.ts","sourceRoot":"","sources":["../../../src/two-d/render/Halo.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,qBAAqB,CAAC;AACrD,OAAO,KAAK,EAAE,mBAAmB,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AAEjF,mGAAmG;AACnG,eAAO,MAAM,cAAc,SAAS,CAAC;AAErC,MAAM,WAAW,WAAW;IAC3B,2GAA2G;IAC3G,QAAQ,CAAC,MAAM,EAAE,SAAS,mBAAmB,EAAE,CAAC;IAEhD,mDAAmD;IACnD,QAAQ,CAAC,SAAS,CAAC,EAAE,gBAAgB,CAAC;IAEtC,sFAAsF;IACtF,QAAQ,CAAC,OAAO,CAAC,EAAE,MAAM,CAAC;IAC1B,QAAQ,CAAC,OAAO,CAAC,EAAE,MAAM,CAAC;IAE1B;;;;;;OAMG;IACH,QAAQ,CAAC,SAAS,CAAC,EAAE,KAAK,GAAG,QAAQ,GAAG,UAAU,GAAG,QAAQ,CAAC;CAC9D;AAED;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,qBAAa,IAAK,SAAQ,cAAc;IACvC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAS;IACjC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAS;IAEjC,YAAY,OAAO,EAAE,WAAW,EAO/B;IAED;;;OAGG;IACH,MAAM,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI,CAGjC;CACD"}
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@@ -1,48 +0,0 @@
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1
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import { AnimatedSprite } from './AnimatedSprite.js';
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2
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/** the name the halo's own cycle is registered under, so a caller can `has`/`play` it knowingly */
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3
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export const HALO_ANIMATION = 'halo';
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4
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/**
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5
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* The glow around a unit, an aura, a shrine's light: an animated sprite that follows a target and is
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* drawn additively.
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*
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* It is an `AnimatedSprite`, so frames may carry their own durations and offsets, and `update(dt)`
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9
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* advances it exactly as it advances any other animation. Two things are its own: `follow`, which
|
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10
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* applies the halo's offset once rather than in every game that draws one, and the blend mode.
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11
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*
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12
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* Z-order is the caller's, and that is not an oversight: a halo that should sit *behind* its unit is
|
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13
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* added before it (`container.addChild(glow, glow2, unit)`), and one that should sit in front is
|
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14
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* added after. A framework that guessed would be wrong half the time, and a game that wants the
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* glow to be part of the unit's own rotation adds it to the unit instead.
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*
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* @example
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* ```ts
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* import { Halo, HALO_ANIMATION, SpriteSheet } from '@datamoc/mw_games/two-d/render';
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*
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* declare const sheet: SpriteSheet;
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* declare const unit: { x: number; y: number };
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*
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* const glow = new Halo({ frames: sheet.range(20, 22), animation: { fps: 6 }, offsetY: -6 });
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* glow.follow(unit.x, unit.y);
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* glow.update(1 / 60);
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* console.log(glow.playing === HALO_ANIMATION); // true - a halo is always playing its own cycle
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* ```
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*/
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export class Halo extends AnimatedSprite {
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constructor(options) {
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super();
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this.offsetX = options.offsetX ?? 0;
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this.offsetY = options.offsetY ?? 0;
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this.blendMode = options.blendMode ?? 'add';
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this.add(HALO_ANIMATION, options.frames, options.animation);
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this.play(HALO_ANIMATION);
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}
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/**
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40
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* Puts the halo where its target stands, with whatever offset it was built with. Call it whenever
|
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* the target moves, or every frame - the halo's own position is never touched by its animation.
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*/
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follow(x, y) {
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this.position.set(x + this.offsetX, y + this.offsetY);
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return this;
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}
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}
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//# sourceMappingURL=Halo.js.map
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@@ -1 +0,0 @@
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1
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{"version":3,"file":"Halo.js","sourceRoot":"","sources":["../../../src/two-d/render/Halo.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,cAAc,EAAE,MAAM,qBAAqB,CAAC;AAGrD,mGAAmG;AACnG,MAAM,CAAC,MAAM,cAAc,GAAG,MAAM,CAAC;AAuBrC;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,MAAM,OAAO,IAAK,SAAQ,cAAc;IAIvC,YAAY,OAAoB;QAC/B,KAAK,EAAE,CAAC;QACR,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC,OAAO,IAAI,CAAC,CAAC;QACpC,IAAI,CAAC,OAAO,GAAG,OAAO,CAAC,OAAO,IAAI,CAAC,CAAC;QACpC,IAAI,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,IAAI,KAAK,CAAC;QAC5C,IAAI,CAAC,GAAG,CAAC,cAAc,EAAE,OAAO,CAAC,MAAM,EAAE,OAAO,CAAC,SAAS,CAAC,CAAC;QAC5D,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;IAC3B,CAAC;IAED;;;OAGG;IACH,MAAM,CAAC,CAAS,EAAE,CAAS;QAC1B,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC;QACtD,OAAO,IAAI,CAAC;IACb,CAAC;CACD"}
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@@ -1,112 +0,0 @@
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1
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import { Sprite } from 'pixi.js';
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2
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import { type MotionIntent } from '../../core/Motion.ts';
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3
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/**
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4
|
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* A deterministic wisp field in 0..1: two octaves of value noise over an integer lattice,
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* smoothstep-interpolated so neighbouring samples always blend rather than step. Pure and
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6
|
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* seed-stable within a run: the same `(x, y, time, seed)` paints the same wisp, which is
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7
|
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* what makes haze testable as arithmetic instead of eyeballed as weather. Time wanders
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* the lookup along a slow breeze, so a still coordinate still breathes.
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9
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*
|
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* @example
|
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11
|
-
* ```ts
|
|
12
|
-
* import { hazeField } from '@datamoc/mw_games/two-d/render';
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13
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*
|
|
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|
-
* console.log(hazeField(3, 5, 1.5, 7) === hazeField(3, 5, 1.5, 7)); // true - same sky twice
|
|
15
|
-
* console.log(hazeField(3, 5, 1.5, 7) >= 0 && hazeField(3, 5, 1.5, 7) <= 1); // true - always a density
|
|
16
|
-
* ```
|
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17
|
-
*/
|
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18
|
-
export declare function hazeField(x: number, y: number, time: number, seed: number): number;
|
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19
|
-
export interface HazePaint {
|
|
20
|
-
/** seconds of drift; validated finite */
|
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21
|
-
time: number;
|
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22
|
-
/** how much sky the haze covers, 0 (clear) to 1 (pea soup) */
|
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23
|
-
density: number;
|
|
24
|
-
/** which sky; validated finite */
|
|
25
|
-
seed: number;
|
|
26
|
-
/** the layer's own wind in cells per second, added to the breeze; default `{ x: 0, y: 0 }` */
|
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27
|
-
drift?: {
|
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28
|
-
x: number;
|
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29
|
-
y: number;
|
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30
|
-
};
|
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31
|
-
}
|
|
32
|
-
/**
|
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33
|
-
* Paint a white haze sheet with per-pixel alpha into `pixels` (`width * height` RGBA).
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34
|
-
* The layer tints the sprite itself, so one buffer serves any colour. Pure, like
|
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35
|
-
* `paintFogPixels`: density 0 paints fully transparent, and raising the density never
|
|
36
|
-
* thins a pixel that was already covered.
|
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37
|
-
*
|
|
38
|
-
* @example
|
|
39
|
-
* ```ts
|
|
40
|
-
* import { paintHazePixels } from '@datamoc/mw_games/two-d/render';
|
|
41
|
-
*
|
|
42
|
-
* const pixels = new Uint8ClampedArray(4 * 2 * 4);
|
|
43
|
-
* paintHazePixels(pixels, 4, 2, { time: 0, density: 1, seed: 3 });
|
|
44
|
-
* console.log(pixels.some((v, i) => i % 4 === 3 && v > 0)); // true - full density always shows some haze
|
|
45
|
-
* ```
|
|
46
|
-
*/
|
|
47
|
-
export declare function paintHazePixels(pixels: Uint8ClampedArray | Uint8Array, width: number, height: number, paint: HazePaint): void;
|
|
48
|
-
export interface HazeLayerOptions {
|
|
49
|
-
/** sheet size in world units */
|
|
50
|
-
width: number;
|
|
51
|
-
/** sheet size in world units */
|
|
52
|
-
height: number;
|
|
53
|
-
/** canvas pixels across; default 64 (a small canvas scaled up keeps edges soft and cheap) */
|
|
54
|
-
cellsX?: number;
|
|
55
|
-
/** canvas pixels down; default 36 */
|
|
56
|
-
cellsY?: number;
|
|
57
|
-
/** how much sky the haze covers, 0 to 1; default 0.5 */
|
|
58
|
-
density?: number;
|
|
59
|
-
/** haze colour as a hex number; default white */
|
|
60
|
-
tint?: number;
|
|
61
|
-
/** sheet opacity; default 1 */
|
|
62
|
-
opacity?: number;
|
|
63
|
-
/** the sheet's own wind in cells per second, added to the breeze; default a slow sideways breathe */
|
|
64
|
-
drift?: {
|
|
65
|
-
x: number;
|
|
66
|
-
y: number;
|
|
67
|
-
};
|
|
68
|
-
/** which sky; default 1 */
|
|
69
|
-
seed?: number;
|
|
70
|
-
/** what the drift is for under reduced motion; default `decorative`, which holds the sky still */
|
|
71
|
-
intent?: MotionIntent;
|
|
72
|
-
}
|
|
73
|
-
/**
|
|
74
|
-
* An atmospheric haze sheet: translucent weather and mood with soft edges, drift and
|
|
75
|
-
* density, on the GPU path (roadmap 425). Distinct from `FogLayer`, which is fog of war:
|
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* this never hides gameplay, it only colours the air. The canvas stays small and scales
|
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77
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* up with linear filtering, so one refresh costs O(cells) and edges stay soft at any
|
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78
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* size. Stack several planes with different densities, drifts, tints and scales for depth.
|
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79
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* Needs a DOM canvas; `paintHazePixels` is the same shading without one.
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*
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* @example
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* ```ts
|
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* import { HazeLayer } from '@datamoc/mw_games/two-d/render';
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*
|
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* const far = new HazeLayer({ width: 400, height: 225, density: 0.3, tint: 0x9db8d6, drift: { x: 0.1, y: 0 } });
|
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* const near = new HazeLayer({ width: 400, height: 225, density: 0.5, tint: 0xcfd8e6, drift: { x: 0.4, y: 0.05 } });
|
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* far.update(1 / 60); // each plane drifts at its own pace, which reads as depth
|
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* near.update(1 / 60);
|
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* ```
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*/
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export declare class HazeLayer extends Sprite {
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private readonly context;
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private readonly image;
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private readonly cellsX;
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private readonly cellsY;
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private readonly drift;
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private readonly seed;
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private readonly intent;
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private density;
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private time;
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constructor(options: HazeLayerOptions);
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/** seconds of drift accumulated so far */
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get elapsed(): number;
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/** swap the coverage; takes effect on the next `update` */
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setDensity(density: number): void;
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/** advance the drift and repaint; under reduced motion a decorative sheet holds still */
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update(dt: number): void;
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private refresh;
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/** the texture is generated for this sheet alone, so it goes with it */
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destroy(): void;
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}
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//# sourceMappingURL=HazeLayer.d.ts.map
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{"version":3,"file":"HazeLayer.d.ts","sourceRoot":"","sources":["../../../src/two-d/render/HazeLayer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAW,MAAM,SAAS,CAAC;AAE1C,OAAO,EAAiB,KAAK,YAAY,EAAE,MAAM,sBAAsB,CAAC;AAuBxE;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,SAAS,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,GAAG,MAAM,CASlF;AAED,MAAM,WAAW,SAAS;IACzB,yCAAyC;IACzC,IAAI,EAAE,MAAM,CAAC;IACb,8DAA8D;IAC9D,OAAO,EAAE,MAAM,CAAC;IAChB,kCAAkC;IAClC,IAAI,EAAE,MAAM,CAAC;IACb,8FAA8F;IAC9F,KAAK,CAAC,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC;CACjC;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,eAAe,CAC9B,MAAM,EAAE,iBAAiB,GAAG,UAAU,EACtC,KAAK,EAAE,MAAM,EACb,MAAM,EAAE,MAAM,EACd,KAAK,EAAE,SAAS,GACd,IAAI,CA2BN;AAED,MAAM,WAAW,gBAAgB;IAChC,gCAAgC;IAChC,KAAK,EAAE,MAAM,CAAC;IACd,gCAAgC;IAChC,MAAM,EAAE,MAAM,CAAC;IACf,6FAA6F;IAC7F,MAAM,CAAC,EAAE,MAAM,CAAC;IAChB,qCAAqC;IACrC,MAAM,CAAC,EAAE,MAAM,CAAC;IAChB,wDAAwD;IACxD,OAAO,CAAC,EAAE,MAAM,CAAC;IACjB,iDAAiD;IACjD,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,+BAA+B;IAC/B,OAAO,CAAC,EAAE,MAAM,CAAC;IACjB,qGAAqG;IACrG,KAAK,CAAC,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC;IACjC,2BAA2B;IAC3B,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,kGAAkG;IAClG,MAAM,CAAC,EAAE,YAAY,CAAC;CACtB;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,qBAAa,SAAU,SAAQ,MAAM;IACpC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAA2B;IACnD,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAY;IAClC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAS;IAChC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAS;IAChC,OAAO,CAAC,QAAQ,CAAC,KAAK,CAA2B;IACjD,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAS;IAC9B,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAe;IACtC,OAAO,CAAC,OAAO,CAAS;IACxB,OAAO,CAAC,IAAI,CAAK;IAEjB,YAAY,OAAO,EAAE,gBAAgB,EA6CpC;IAED,0CAA0C;IAC1C,IAAI,OAAO,IAAI,MAAM,CAEpB;IAED,2DAA2D;IAC3D,UAAU,CAAC,OAAO,EAAE,MAAM,GAAG,IAAI,CAKhC;IAED,yFAAyF;IACzF,MAAM,CAAC,EAAE,EAAE,MAAM,GAAG,IAAI,CAMvB;IAED,OAAO,CAAC,OAAO;IAWf,wEAAwE;IAC/D,OAAO,IAAI,IAAI,CAEvB;CACD"}
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@@ -1,186 +0,0 @@
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import { Sprite, Texture } from 'pixi.js';
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import { clamp } from '../../core/Math.js';
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import { reducedMotion } from '../../core/Motion.js';
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/** the default breeze, in field cells per second, behind a bare `time` with no layer drift */
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|
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const BREEZE_X = 0.35;
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|
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const BREEZE_Y = 0.12;
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|
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function lattice(ix, iy, seed) {
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|
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const hash = Math.sin(ix * 127.1 + iy * 311.7 + seed * 74.7) * 43758.5453;
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|
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return hash - Math.floor(hash);
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}
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function octave(x, y, seed) {
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const x0 = Math.floor(x);
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const y0 = Math.floor(y);
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const fx = x - x0;
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const fy = y - y0;
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const sx = fx * fx * (3 - 2 * fx);
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|
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const sy = fy * fy * (3 - 2 * fy);
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const top = lattice(x0, y0, seed) + (lattice(x0 + 1, y0, seed) - lattice(x0, y0, seed)) * sx;
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|
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const bottom = lattice(x0, y0 + 1, seed) + (lattice(x0 + 1, y0 + 1, seed) - lattice(x0, y0 + 1, seed)) * sx;
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return clamp(top + (bottom - top) * sy, 0, 1);
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}
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/**
|
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|
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* A deterministic wisp field in 0..1: two octaves of value noise over an integer lattice,
|
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24
|
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* smoothstep-interpolated so neighbouring samples always blend rather than step. Pure and
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25
|
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* seed-stable within a run: the same `(x, y, time, seed)` paints the same wisp, which is
|
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|
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* what makes haze testable as arithmetic instead of eyeballed as weather. Time wanders
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* the lookup along a slow breeze, so a still coordinate still breathes.
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*
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29
|
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* @example
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* ```ts
|
|
31
|
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* import { hazeField } from '@datamoc/mw_games/two-d/render';
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|
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*
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|
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* console.log(hazeField(3, 5, 1.5, 7) === hazeField(3, 5, 1.5, 7)); // true - same sky twice
|
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|
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* console.log(hazeField(3, 5, 1.5, 7) >= 0 && hazeField(3, 5, 1.5, 7) <= 1); // true - always a density
|
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|
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* ```
|
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|
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*/
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|
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export function hazeField(x, y, time, seed) {
|
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|
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if (![x, y, time, seed].every(Number.isFinite)) {
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|
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throw new RangeError(`a haze sample needs finite x, y, time and seed, saw (${x}, ${y}, ${time}, ${seed})`);
|
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|
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}
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|
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const driftedX = x + time * BREEZE_X;
|
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42
|
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const driftedY = y + time * BREEZE_Y;
|
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|
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return (octave(driftedX / 8, driftedY / 8, seed) * 0.65 + octave(driftedX / 3 + 11, driftedY / 3 + 7, seed + 1) * 0.35);
|
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|
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}
|
|
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|
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/**
|
|
46
|
-
* Paint a white haze sheet with per-pixel alpha into `pixels` (`width * height` RGBA).
|
|
47
|
-
* The layer tints the sprite itself, so one buffer serves any colour. Pure, like
|
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48
|
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* `paintFogPixels`: density 0 paints fully transparent, and raising the density never
|
|
49
|
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* thins a pixel that was already covered.
|
|
50
|
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*
|
|
51
|
-
* @example
|
|
52
|
-
* ```ts
|
|
53
|
-
* import { paintHazePixels } from '@datamoc/mw_games/two-d/render';
|
|
54
|
-
*
|
|
55
|
-
* const pixels = new Uint8ClampedArray(4 * 2 * 4);
|
|
56
|
-
* paintHazePixels(pixels, 4, 2, { time: 0, density: 1, seed: 3 });
|
|
57
|
-
* console.log(pixels.some((v, i) => i % 4 === 3 && v > 0)); // true - full density always shows some haze
|
|
58
|
-
* ```
|
|
59
|
-
*/
|
|
60
|
-
export function paintHazePixels(pixels, width, height, paint) {
|
|
61
|
-
if (!(pixels instanceof Uint8Array || pixels instanceof Uint8ClampedArray) ||
|
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|
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pixels.length !== width * height * 4) {
|
|
63
|
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throw new RangeError(`haze needs a pixel buffer of ${width * height * 4} bytes`);
|
|
64
|
-
}
|
|
65
|
-
if (!Number.isFinite(paint.time) || !Number.isFinite(paint.seed)) {
|
|
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|
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throw new RangeError(`haze needs a finite time and seed, saw (${paint.time}, ${paint.seed})`);
|
|
67
|
-
}
|
|
68
|
-
if (!Number.isFinite(paint.density) || paint.density < 0 || paint.density > 1) {
|
|
69
|
-
throw new RangeError(`haze needs density between 0 and 1, saw ${paint.density}`);
|
|
70
|
-
}
|
|
71
|
-
const drift = paint.drift ?? { x: 0, y: 0 };
|
|
72
|
-
if (!Number.isFinite(drift.x) || !Number.isFinite(drift.y)) {
|
|
73
|
-
throw new RangeError(`haze needs a finite drift, saw (${drift.x}, ${drift.y})`);
|
|
74
|
-
}
|
|
75
|
-
for (let y = 0; y < height; y++) {
|
|
76
|
-
for (let x = 0; x < width; x++) {
|
|
77
|
-
const alpha = Math.round(255 *
|
|
78
|
-
paint.density *
|
|
79
|
-
hazeField(x + drift.x * paint.time, y + drift.y * paint.time, paint.time, paint.seed));
|
|
80
|
-
pixels.set([255, 255, 255, alpha], (y * width + x) * 4);
|
|
81
|
-
}
|
|
82
|
-
}
|
|
83
|
-
}
|
|
84
|
-
/**
|
|
85
|
-
* An atmospheric haze sheet: translucent weather and mood with soft edges, drift and
|
|
86
|
-
* density, on the GPU path (roadmap 425). Distinct from `FogLayer`, which is fog of war:
|
|
87
|
-
* this never hides gameplay, it only colours the air. The canvas stays small and scales
|
|
88
|
-
* up with linear filtering, so one refresh costs O(cells) and edges stay soft at any
|
|
89
|
-
* size. Stack several planes with different densities, drifts, tints and scales for depth.
|
|
90
|
-
* Needs a DOM canvas; `paintHazePixels` is the same shading without one.
|
|
91
|
-
*
|
|
92
|
-
* @example
|
|
93
|
-
* ```ts
|
|
94
|
-
* import { HazeLayer } from '@datamoc/mw_games/two-d/render';
|
|
95
|
-
*
|
|
96
|
-
* const far = new HazeLayer({ width: 400, height: 225, density: 0.3, tint: 0x9db8d6, drift: { x: 0.1, y: 0 } });
|
|
97
|
-
* const near = new HazeLayer({ width: 400, height: 225, density: 0.5, tint: 0xcfd8e6, drift: { x: 0.4, y: 0.05 } });
|
|
98
|
-
* far.update(1 / 60); // each plane drifts at its own pace, which reads as depth
|
|
99
|
-
* near.update(1 / 60);
|
|
100
|
-
* ```
|
|
101
|
-
*/
|
|
102
|
-
export class HazeLayer extends Sprite {
|
|
103
|
-
constructor(options) {
|
|
104
|
-
if (!Number.isFinite(options.width) || options.width <= 0) {
|
|
105
|
-
throw new RangeError(`a haze sheet needs width above 0, saw ${options.width}`);
|
|
106
|
-
}
|
|
107
|
-
if (!Number.isFinite(options.height) || options.height <= 0) {
|
|
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|
-
throw new RangeError(`a haze sheet needs height above 0, saw ${options.height}`);
|
|
109
|
-
}
|
|
110
|
-
const cellsX = options.cellsX ?? 64;
|
|
111
|
-
const cellsY = options.cellsY ?? 36;
|
|
112
|
-
if (!Number.isInteger(cellsX) || cellsX < 1) {
|
|
113
|
-
throw new RangeError(`a haze sheet needs integer cellsX of at least 1, saw ${cellsX}`);
|
|
114
|
-
}
|
|
115
|
-
if (!Number.isInteger(cellsY) || cellsY < 1) {
|
|
116
|
-
throw new RangeError(`a haze sheet needs integer cellsY of at least 1, saw ${cellsY}`);
|
|
117
|
-
}
|
|
118
|
-
const density = options.density ?? 0.5;
|
|
119
|
-
if (!Number.isFinite(density) || density < 0 || density > 1) {
|
|
120
|
-
throw new RangeError(`a haze sheet needs density between 0 and 1, saw ${density}`);
|
|
121
|
-
}
|
|
122
|
-
const drift = options.drift ?? { x: 0.25, y: 0 };
|
|
123
|
-
if (!Number.isFinite(drift.x) || !Number.isFinite(drift.y)) {
|
|
124
|
-
throw new RangeError(`a haze sheet needs a finite drift, saw (${drift.x}, ${drift.y})`);
|
|
125
|
-
}
|
|
126
|
-
if (options.seed !== undefined && !Number.isFinite(options.seed)) {
|
|
127
|
-
throw new RangeError(`a haze sheet needs a finite seed, saw ${options.seed}`);
|
|
128
|
-
}
|
|
129
|
-
const canvas = document.createElement('canvas');
|
|
130
|
-
canvas.width = cellsX;
|
|
131
|
-
canvas.height = cellsY;
|
|
132
|
-
const context = canvas.getContext('2d');
|
|
133
|
-
if (!context)
|
|
134
|
-
throw new Error('HazeLayer needs a 2D canvas context');
|
|
135
|
-
super(Texture.from(canvas));
|
|
136
|
-
this.time = 0;
|
|
137
|
-
this.context = context;
|
|
138
|
-
this.image = context.createImageData(cellsX, cellsY);
|
|
139
|
-
this.cellsX = cellsX;
|
|
140
|
-
this.cellsY = cellsY;
|
|
141
|
-
this.density = density;
|
|
142
|
-
this.drift = { ...drift };
|
|
143
|
-
this.seed = options.seed ?? 1;
|
|
144
|
-
this.intent = options.intent ?? 'decorative';
|
|
145
|
-
this.tint = options.tint ?? 0xffffff;
|
|
146
|
-
this.alpha = options.opacity ?? 1;
|
|
147
|
-
this.scale.set(options.width / cellsX, options.height / cellsY);
|
|
148
|
-
this.eventMode = 'none';
|
|
149
|
-
this.refresh();
|
|
150
|
-
}
|
|
151
|
-
/** seconds of drift accumulated so far */
|
|
152
|
-
get elapsed() {
|
|
153
|
-
return this.time;
|
|
154
|
-
}
|
|
155
|
-
/** swap the coverage; takes effect on the next `update` */
|
|
156
|
-
setDensity(density) {
|
|
157
|
-
if (!Number.isFinite(density) || density < 0 || density > 1) {
|
|
158
|
-
throw new RangeError(`a haze sheet needs density between 0 and 1, saw ${density}`);
|
|
159
|
-
}
|
|
160
|
-
this.density = density;
|
|
161
|
-
}
|
|
162
|
-
/** advance the drift and repaint; under reduced motion a decorative sheet holds still */
|
|
163
|
-
update(dt) {
|
|
164
|
-
if (!Number.isFinite(dt) || dt < 0) {
|
|
165
|
-
throw new RangeError(`a haze update needs dt of at least 0, saw ${dt}`);
|
|
166
|
-
}
|
|
167
|
-
if (!reducedMotion() || this.intent !== 'decorative')
|
|
168
|
-
this.time += dt;
|
|
169
|
-
this.refresh();
|
|
170
|
-
}
|
|
171
|
-
refresh() {
|
|
172
|
-
paintHazePixels(this.image.data, this.cellsX, this.cellsY, {
|
|
173
|
-
time: this.time,
|
|
174
|
-
density: this.density,
|
|
175
|
-
seed: this.seed,
|
|
176
|
-
drift: this.drift,
|
|
177
|
-
});
|
|
178
|
-
this.context.putImageData(this.image, 0, 0);
|
|
179
|
-
this.texture.source.update();
|
|
180
|
-
}
|
|
181
|
-
/** the texture is generated for this sheet alone, so it goes with it */
|
|
182
|
-
destroy() {
|
|
183
|
-
super.destroy({ texture: true, textureSource: true });
|
|
184
|
-
}
|
|
185
|
-
}
|
|
186
|
-
//# sourceMappingURL=HazeLayer.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
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